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Before this whole thread goes up in flames over who does or doesn't understand whatever, let's look at it practically. If there were a place like the ice cave in Mineral Springs added to GW2, with a nice special drop (like the IDS) would this be feasible? With a persistent world farming is (and must be) dealt with differently for the sake of design. Suppose such a cave were in GW2... then you'd possibly have to fight with dozens of other farmers all competing for the drop you wanted. So, the result would quite possibly be a "farming zerg" which wouldn't be that great of an idea as far as I'm concerned.

Yes, GW1 had better more fun farming.... but that was in no small part due to the game design. And that is something incompatible with GW2's design in many ways.

That's the thing as well, the people that actually come onto the forums are usually the ones that care enough to give an opinion.

Or are arrogant enough to give their opinon. I doubt many of the people offering critizism know the situation fully and can offer realistic solution to the "problem". Problem is in quotes and italicized because not every issue the critics bring up is an actual problem, just their opinion about a feature they don't like.

Also, I have no doubts that there is at least one person on this forum (this isn't an actual accusation of a particular person just a general statement) is a paid shill by Blizzard and doesn't even own Guild Wars 2. Blizzard is an $18 Billion dollar company and probably employes over a dozen people to troll any forum dedicated to rival MMO's. I'd go as high as to say maybe five users.

They always said March was the real beginning to the story. They're transitioning from world events to living story and we've had a downtime of two months with some filler content. It's not a big deal guys. I guess they could have just had no story content for two months like most MMO's would. If they'd done it that way none of you would have even noticed.

Nothing is actually stopping small guilds from unlocking these missions, it will just take more time. You make is sound as if you CAN'T unlock them at all unless your guild count is over a specific number.

So much this. Nobody is equal. Just like players who can play 8 hours a day will have much more money than players who play 1-2 hours a day. Some people got their precursors on first try, some people threw hunders of gold into the mystic toilet and didn't get anything back.

Personally I wouldn't really call a guild with less than 10 people a guild (no offense). They are more like a group, party or rather: a family. They can easily all gather up in any zone and do events together or just do dungeons without leaving out anyone... while large guilds can't really get everyone together as dungeons are 5-mans, and in zones they're much like a big zerg (which is not that fun).
Already 6 months passed since release and big guild had nothing really to do together (unless if it's a WvW one, but I'm a PvE person so I don't care). Sure they could gather up and do some crazy, pointless stuff but sometimes it could've been better if they can do fun things that's also rewarding. So I don't know why the small guild are so angry, it's basicly the big guilds that didn't get much love until now. And it's not like smaller guilds can't do guild missions, sure it'll take them a while to unlock everything but it's not that big deal imo.

Those people have more than received their money's worth since GW2 launched, if they have any sense of perspective.

Look, my guild isn't going to get to enable this content most likely, but LordKrall has the right of it: this is focused content for a specific play style. Just like fractals, just like WvW. I don't entirely like the subtext of this implementation either ("go big or go home"), but let's not play the "I bought the box and everything in it" card. GW2 is an incredible value for the cost, let's be real.

Seems like smaller guilds will be unable to complete alot of the content even if they gain access to it which would take them weeks or months.

The only thing stopping a small guild is the influence cost. Not enough people? reach out to fellow small guilds to join forces for these missions. Be social. Yes a small guild probably won't be able to do it with just their own guild, so what? is it that much of a burden to have connections to other small guilds and friends?

I'm in a guild with about 15 people, takes a hell of a lot of orginizing to get them all to be online, but not only that we have ties to many other small guilds and people we met outside in both PvE and WvW. These are ll friends that can join us when we are ready to kick one of these babies off and just enjoy it. Reach out to others, it wouldn't kill you to be social.

GW2 does have a serious problem when it comes to combat that is set in the fundamental nature of pacing and second-by-second activity compared to GW1. The complexity of the game itself is misleading as it is easy to create builds that simply work, but there is plenty of work that can be done to find builds that work better with your own style, that being a subjective best. The nature of content design, especially with dungeons, is somewhat limited, opening up the game to some build wars, but overall GW2 has remained build wars free. Most importantly, with the altered pace of combat, the inability to control the frequency of combat due to events, and lack of AI sleddogs, it has become impossible to do something else, like actively watch TV, actively research, write a paper, make a sandwich, eat said sandwich, wash the dishes after eating aforementioned sandwich while "playing".

raspberry jam, on 19 February 2013 - 08:36 AM, said:

Spoiler

If you played monk by pushing up red bars you were doing it wrong, any good monk could play with the party window turned off. And good interrupting is not just about reaction but actually more about prediction, quick decision making, and the ability to understand teamwide effects of skills on the fly.

The lack of mana is something I at first glance like, but then again mana represents something else. A lot of well designed skills in GW1 had a recharge time far shorter than the time it took to regenerate that much mana, meaning that these skills presented a choice: either spam like hell, having a short burst of high output followed by a long time of recharging, or spread out the use and last longer. GW2's mechanics doesn't give that choice.

That's what the hype said, but I actually find myself looking at the UI more than I did in GW1.

You're good at creating taglines. Too bad that was never necessary. Apply build, hit 1-8, win. Sure, there's timing, you have to set a target, and have an intelligence level above that of the common groundhog, but that's true of most games, including GW2.

So you want two cooldowns instead of one, kinda like skill cooldowns, weapon swap/attunement cooldowns, and special ability/pet swap cooldowns. The mechanic is still there, in fact it has been expanded. If you play with just one skill set you're doing it wrong.

Personal anecdotes, the redheaded step-child of evidence. Even more compelling when it has to do with personal activity, a most objective topic.

I think this notion of holding grudges with a developer over delayed features is trivial and makes you come off looking like petulant child. ArenaNet knows of their mistakes, so they don't need to be constantly reminded of it by people who have little to no game development experience. The mere fact that ArenaNet continues to strive for improvement should be looked on as sign of goodwill. They have gotten better with their updates, despite a few hick-ups along the way. Flame & Frost can only improve...even if it's gradual. Not every developer can hit a homerun right out the gate. As I usually say...Lets just be patient and see how things play out. I guarantee you that in a year or two from now, GW2 is going look and feel improved.

... - which means we are dealing with the idea of "playing in specific locations doing specific shit".
As I said above, I don't care enough about GW2 to hunt down the dailies in locations that I don't want to be in. But because I only log in to do the daily, this puts me into the situation where I need to decide between playing the game in a way that I don't want to play it (which either means playing in areas I don't want to play in or giving up on the daily), or not playing the game at all...

Not "we", just "you".
I'm not dealing with this idea of specific places for dailies. I have been completing them anywhere I happened to be playing in at the time.

I have yet to need to spend more than an hour on completion, on any map.

But you seem preoccupied with the necessity to find the "best" places. That's a limitation you placed on yourself.

Why would I want join a troll like you who is incapable of following a debate?

Because I'm capable of not only carrying you, I'm capable of telling you exactly where you're going wrong while still catering to your specific choice of class and build.

I'm very good at educating people that want to get better. I won't tell you to change your build. I won't tell you to change to another class. I can actually help you learn from your mistakes. But people that are so adamant that any form of change is bad will NEVER improve. Adaptation is what makes a truly great player.

Is the game bad for making you dodge or are you bad for not wanting to do it?

Why are people giving advice on how to do the daily dodge? That isn't going to solve anything. People are still going to be out there dancing with raptors and everyone here knows how to do it. And some of the suggestions are just stupid; equip special skills, go to certain areas, farm WvW, etc. these are all just as bad as farming raptors.

Daily dodge is encouraging bad play, it aslo rewards solo play over group play (ranger in a party of 5 isn;t going to get a lot of dodges in). Why are you all defending this rubbish achievement? I like that they added more things on the dailies and mix them up but daily dodge and heal are really bad for sane gameplay.

Encouraging dodging is encouraging bad play? You're not getting in any of my dungeon parties.